• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

The Book of Theracus

dnutt99

Well-known member
The Book of Theracus
Raknar's Vision - "Heroes of Lindesfarme"
E5A96497-8C14-433D-A17B-A7FA4AD7C739.jpg
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: On a cool night, under the dual moons of harvest, flies an elven princess atop a gryphillin mount. With a great urgency in her voice the elf leans forward, laying a cheek to the feathered neck of her steed and pressing, "Faster, faster, Theracus!" Their errand is of the utmost importance, for the fate of all Feylund hangs in the balance. Theracus is disciplined and brave, a tribute to his proud race. His greatest strength is the swiftness of his flight, even while bearing a rider. It was for this lightning pace that the elven council chose Theracus to carry the elven princess Kyntela Gwyn on her perilous mission. Despite this swiftness, however, they were both doomed to failure. (Hasbro)
_________________________________________________________________
-Rulings and Clarifications-
  • - CARRY : Friendly Figures
    What figures are considered friendly?
    Per the Master Set rules (page 9) friendly figures are your own figures and teammate’s figures. All figures you control are always considered friendly. Whenever you are allied with a teammate at the beginning of a scenario, any figures you both control are considered friendly. A temporary alliance between opponents during a battle doesn’t change anything. Remember, alliances can always change (unless stated at the beginning of a scenario), so even when you have a temporary truce with an opponent, that opponent’s figure is never considered friendly. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - ACOLARH : Ullar’s Amulet
    As a follower of Ullar, Theracus may benefit from Acolarh’s ULLAR’S AMULET movement bonus.

    - VENOC WARLORD : Scout Leadership
    As a Scout, Theracus may benefit from Venoc Warlord’s SCOUT LEADERSHIP movement bonus.

    - BRAVE ARROW : Scout Melee Attack Enhancement
    Theracus may add one attack die when adjacent to Brave Arrow and attacking an adjacent figure.


Synergy Benefits Offered
  • - SACRED BAND : Disciplined Army Defense Bonus
    Having a Disciplined personality, Theracus may aid the Sacred Band with their DISCIPLINED ARMY
    DEFENSE BONUS
    *NOTE: See The Book of Sacred Band for proper application.

_________________________________________________________________
-Strategy, Tactics and Tips-

  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking and Master Index
MKSentinel said:
Power Ranking
Theracus- Theracus can set up most figures to most spots on the board quickly. And at 40 points, you can’t feel too badly about his simple uses. B

Theracus
Placement of Carried Figures? http://heroscapers.com/community/showthread.php?t=3304
Cost too losw? http://heroscapers.com/community/showthread.php?t=560
Carry and Falling? http://heroscapers.com/community/showthread.php?t=4772
Move into adjacent carried occupied space? http://www.heroscapers.com/community/showthread.php?t=8069
Dismount onto Ladder? http://www.heroscapers.com/community/showthread.php?t=7579

Unit Strategy Review
 
One thing to remember about figures with carry is that they don't have to move to carry. They can simply pick a figure up and set it down on another adjacent space. Brunak is especially useful as an "elevator" but Theracus can fill that niche as well.
 
jcb231 said:
One thing to remember about figures with carry is that they don't have to move to carry. They can simply pick a figure up and set it down on another adjacent space. Brunak is especially useful as an "elevator" but Theracus can fill that niche as well.

huh, never thought about that before. My use of Theracus is usually pretty Neanderthal - point A to point B kinda thing.
 
Theracus is good at carrying a figure who then attacks and then make a quick get away. Although this would mean 2 turns are used up on Theracus. My brother would use Theracus as a decoy/target on the first few turns so that if he dies to him it doesn't matter.
 
I actually like to use Theracus with Finn. Enhanced by Finn, Theracus is a good choice for a unit to swoop in and eat up Syvarris or Deadeye Dan. If Theracus dies you can always have Finn finish the job.

Edit: I had to add this to clarify. I would have Theracus "carry" Finn. Theracus would get the +1 bonus while Finn was alive. If Finn dies prior to Theracus you can still give the Spirit bonus to Theracus.
 
Everytime Theracus is drafted elf boy is drafted with him. 7 move + 5 move(syvarris) + 9 range + 2 order markers = enemy's start zone under fire.
 
Theracus is good because he has really no down sides to him and can provide working with many other figures with his carry ability, being a scout, and being disciplined. And he is only 40pt. as a great filler unit.
 
Matthias Maccabeus said:
Everytime Theracus is drafted elf boy is drafted with him. 7 move + 5 move(syvarris) + 9 range + 2 order markers = enemy's start zone under fire.

I don't like carrying Syvarris if I also control him, because I just wasted a turn on Theracus and Syvarris is then vulnerable and goes down really fast with only 2 defense and 4 life. This works much better if a teammate has Syvarris.

I love carrying Finn around, because sometimes people don't bother with killing the 40 pointer or if they do, then they just got distracted (like with the Deathreavers)... and unlike the Reavers you can actually attack with 3 + height + finn

and its a great way to get Finn killed so he can power the Krav (he can't while he's alive)

and this Theracus + Finn is a great meatshield to start off the game

I love this combo the best in a 3v3 match (where I use Theracus, a teammate has Finn so he can attack with FInn as well, and the third teammate, grabs height and sets up to rain fire down with something like the Krav... or the player with Finn can just ignore using Finn and set up as well)
 
I have a soft spot for Syvarris, and I like to use Theracus to get him in the fight quickly. His flying is especially helpful in giving the elf hight advantage early on, and from there Elf can damage a hero of pick off a pair of squad units or two before enyone gets in close enough to hurt him. Then I just have Theracus move him again :)
 
I felt so stupid when I first realized Theracus was a Scout It was stupid that I wasn't moving him nine when I would have the Venoc Warlord on my side because of his Scout leadership.
 
Shades fan said:
I felt so stupid when I first realized Theracus was a Scout It was stupid that I wasn't moving him nine when I would have the Venoc Warlord on my side because of his Scout leadership.

My 'Duh!' moment with Theracus came when I discovered he could move friendlies as well as your own! That was a game-changing discovery! My ally and I won as a result when we would have lost. 8)
 
Does the "carried" figure risk taking a leaving engagement swipe if he started the turn adjacent to an enemy?
 
RichardD said:
Does the "carried" figure risk taking a leaving engagement swipe if he started the turn adjacent to an enemy?

"Before moving Theracus, choose an unengaged friendly small or medium figure"
 
The Super Atheist said:
sachsen said:
Theracus, starting next to Acolarh, with Mittens in your army =

11 move to start

:shock:

On road = 14

Flying figures only gain the road bonus if they do not use their flying ability, so they would have to count moving up levels etc. But if it were all downhill or same-level road then it would be ok.
 
sachsen said:
Theracus, starting next to Acolarh, with Mittens in your army =

11 move to start

:shock:

Has anyone had good success using this T/A/M combo? Seems like it would be pretty potent. I'd never thought of it and want to try it out, but am curious - who would you carry with you?

I would think Syvarris could get on some decent height with that 11 move, but maybe DED or someone else would be better? :?:
 
Haven't got Acolahr, but with Mittens and +2 glyph I had succes using Theracus.
I used him to take out low defense squads like orcs and 4th mass. I take Finn with me for the extra attack die.

It hasn't always been succesfull, but sometimes it works.
 
I played a game once on one of the RtFF scenarios (maybe there's only one) where Thorgrim and Theracus rocked the enemy hard. I intended to fly Thorgrim over, get him killed, and enhance somebody. The duo ended up destroying the opponent's army single-handedly. Theracus would carry Thorgrim to a place, attack, then the next two turns Thorgrim would attack, then repeat on the next round. Thorgrim helped Theracus live longer and Theracus helped Thorgrim get around. It was awesome.
 
Theracus+Venoc Warlord was pretty clutch in the games I played on that map too (2v1). If I lost initiative, Theracus would fly 9 spaces and drop the Warlord onto the Erland Glyph and summon my Q9 off the Bridge.
 
Taeblewalker said:
Tai-Pan said:
I played a game once on one of the RtFF scenarios (maybe there's only one) where Thorgrim and Theracus rocked the enemy hard. I intended to fly Thorgrim over, get him killed, and enhance somebody. The duo ended up destroying the opponent's army single-handedly. Theracus would carry Thorgrim to a place, attack, then the next two turns Thorgrim would attack, then repeat on the next round. Thorgrim helped Theracus live longer and Theracus helped Thorgrim get around. It was awesome.

What were the other units in the game on both sides (more or less as you probably don't have them commited to memory).

I had the MacDirk Warriors, those are the only ones I remember for my army. My opponent had the Marro Warriors, the Gladiatrons, the Blastatrons, the Krav, I think Syvarris, and that's all I remember. I know that there weren't any huge figures and this was pre-wave 6.
 
TheRealQ said:
I actually like to use Theracus with Finn. Enhanced by Finn, Theracus is a good choice for a unit to swoop in and eat up Syvarris or Deadeye Dan.
I was really impressed with the FaT(Finn and Theracus) bomb concept, RealQ!
I recently constructed a 600-point army based around it.

Theracus
THorgrim
Finn
MacDirk
Eldgrim
KoWx2
Krav


I immediately flew in the FaT Bomb to deal with my opponent's Raelin.
But I liked that I then had a Human Champion deep in the line who I could bond with and smack on Raelin.
I found the several Champion options simultaneously very flexible, but a bit too much to manage at times.
The game featured more shields than Guerillinator and I had ever seen playing 'Scape and Raelin hung in a way longer than she should've.

Anyway, I will definitely try the FaT bomb again some game!
 
Hex_Enduction_Hour said:
TheRealQ said:
I actually like to use Theracus with Finn. Enhanced by Finn, Theracus is a good choice for a unit to swoop in and eat up Syvarris or Deadeye Dan.
I was really impressed with the FaT(Finn and Theracus) bomb concept, RealQ!
I recently constructed a 600-point army based around it.

Theracus
THorgrim
Finn
MacDirk
Eldgrim
KoWx2
Krav


I immediately flew in the FaT Bomb to deal with my opponent's Raelin.
But I liked that I then had a Human Champion deep in the line who I could bond with and smack on Raelin.
I found the several Champion options simultaneously very flexible, but a bit too much to manage at times.
The game featured more shields than Guerillinator and I had ever seen playing 'Scape and Raelin hung in a way longer than she should've.

Anyway, I will definitely try the FaT bomb again some game!

Actually, your suggested army got me thinking about using Theracus to carry MacDirk to the opponent's Raelin (or other important figure). If you use Finn you get one attack of 4 and then Finn will get attacks of 3's. If you use MacDirk you get one attack of 3 and then two attacks of 5 from MacDirk which is going to cause significant hurt to whatever the target is.
 
Back
Top